PlanetSide 2 Wiki
Register
Advertisement
Page Contents Current As of Patch: 2023-03-29
Implants

Implants are a gameplay system that allow players to enhance their loadouts with a wide variety of perks that alter gameplay in various ways.

Implant Slots

Implants are equipped from the Classes tab of the game menu, with two dedicated slots at the bottom-right of the loadout screen. The player's currently equipped implants are displayed at all times on the Head-Up Display, in the bottom center with the 'Centralized Vitals' 1 and 2 HUD modes, and in the bottom-right with the 'Corner Vitals' HUD mode.

ISO-4[]

Icon ISO-4

ISO-4 is a currency unique to the Implants system. It is used for crafting and upgrading implants, as well as for purchasing the ISO-4 Recycler and is obtained in three ways:

  • Participating in alerts, which award up to 150 ISO-4 based on how long the player was on the continent while the alert was active. The award is doubled if the player's faction wins the alert, allowing for a maximum award of 300 ISO-4.
  • Breaking down duplicate implants, with normal implants breaking down into 25 ISO-4, and exceptionals breaking down into 500 ISO-4.
  • Given as a reward for Nanite Systems Missions.

A player can have no more than 100,000 ISO-4 on a single character at any given time.

Implant Acquisition[]

Implants can be acquired from Implant Packs or by crafting them directly using ISO-4.

Depot[]

Implant Packs are a type of loot box. There are several different implant packs available from the Depot, purchasable with Certification Points, Daybreak Cash, or ISO-4:

Available Packs[]

Icon NS Basic Implant Pack
Icon bundle randomImplant3 standard 128
This bundle contains three random implants with a chance for an Exceptional implant.
Cost:199  Daybreak Cash 300  Certification Points
Icon NS Deluxe Implant Pack
Icon bundle randomImplant9 standard 128
This bundle contains nine random implants with chances for an Exceptional implant.
Cost:499  Daybreak Cash 750  Certification Points
Icon NS ISO-4 Recycler
Icon bundle iso4 128
This pack recycles ISO-4 into a single random uncommon or higher implant, and has an increased drop rate for Exceptionals.
Cost:249  Daybreak Cash 500  ISO-4

Directives[]

Additionally, a one-time method of acquiring implant packs is available from finishing the novice tier of any non-MAX class-specific directive each of which will reward a single Novice Implant Pack. The novice tier of the Objectives directive and the adept tier of the Leadership directive also reward one Basic Implant Pack each. Completing all these directives will grant players a total of 5 Novice Implant Packs and 2 Basic Implant Packs for a total of sixteen free implants. Some event directives may also grant implant packs.

Other[]

Icon NS Novice Implant Pack
Icon bundle randomImplant standard 128
This bundle contains two random common or uncommon implants.

Drop Rate[]

The implants you receive are randomized, with the chance of getting a given implant based on its rarity; Common, Uncommon, Class-Specific, Rare, or Exceptional. The drop rate for each rarity of implant is identical between Basic and Deluxe packs.

Implant Rarity Novice Implant Pack Basic Implant Pack Deluxe Implant Pack ISO-4 Recycler
Common ~64% 0%
Uncommon ~25%(
+5%
Revenant has the same drop rate from recyclers as the "uncommon" implants, but is twice as likely to drop from deluxe bundles as the other uncommon implants.
)
~62.6%
Class Specific ~2.7% ~16%
Rare ~1.6% ~10.6%
Exceptional 0% ~0.6% ~10.6%

[1]

Crafting[]

Any unowned implants can be crafted using ISO-4 from within the Implant menu. The crafting cost is based on the rarity of the implant.

Rarity Cost
Common 500 ISO-4
Uncommon 850 ISO-4
Class Specific 1,750 ISO-4
Rare 3,500 ISO-4
Exceptional 45,000 ISO-4

Upgrade cost[]

All non-exceptional implants can be upgraded using ISO-4. The upgrade cost is based only on rank, with the rarity of the implant having no influence on the upgrade costs.

Rank 1 to Rank 2 Rank 2 to Rank 3 Rank 3 to Rank 4 Rank 4 to Rank 5 Total
75 ISO-4 225 ISO-4 900 ISO-4 2,475 ISO-4 3,675 ISO-4

Implant List[]

Implant List
Auto Granted
Safeguard · Target Focus
Common
Ammo Printer · Athlete · Gunslinger · Jockey · Regeneration · Safe Fall · Icon MAXSalvage · Springstep · Survivalist · Sweeper HUD · Vampire
Uncommon
Assimilate · Battle Hardened · Catlike · Critical Chain · Heavyweight · Ocular Shield · Ransack · Response Jacket · Revenant · Scavenger · Sensor Shield · Sidewinder
Class Specific
Icon Light AssaultAerial Combatant · Icon Light AssaultAir Drop · Icon Light AssaultParatrooper · Icon Combat MedicCombat Surgeon · Icon Combat MedicMending Field · Icon Combat MedicKarma · Icon InfiltratorDeep Operative · Icon Heavy AssaultMobility Mesh · Icon Heavy AssaultNanomesh Specialist · Icon Heavy AssaultOvercharge · Icon EngineerRobotics Technician · Icon EngineerElectrotech
Rare
Assassin · Covert Drop · Deadshot · Failsafe · Firestorm · Fortify · Nightmare · Overdrive · Rapid Response · Symbiote
Exceptional
Avoidance · Icon MAXBerserker · Bionics · Carapace · Cold Heart · Counter-Intelligence · Countershade · Icon MAXDisengage · Experimental Stims · Icon InfiltratorFirewall · Infravision · Icon MAXJuggernaut · Logistics Specialist · Minor Cloak · Phylactery
"Perfect"
Avoidance · Berserker · Bionics · Carapace · Counter-Intelligence · Experimental Stims · Infravision · Logistics Specialist · Minor Cloak

Auto Granted[]

Safeguard[]

Safeguard
Upon being revived, damage taken is reduced by 20% for X.
Safeguard 1
Safeguard 1
Safeguard 2
Safeguard 2
Safeguard 3
Safeguard 3
Safeguard 4
Safeguard 4
1.5 seconds 1.75 seconds 2.5 seconds 3.5 seconds
Safeguard 5
Safeguard 5
Upon being revived, damage taken is reduced by 20% for 3.5 seconds; and you instantly restore 200 shield health.

Safeguard is one of the starting implants, alongside Target Focus, available to all players at rank 1 immediately upon creation of their character.

While equipped, Safeguard grants the player a damage reduction effect against all damage types temporarily after being revived. This benefit is granted no matter the source of the revive, whether a Nano-Regen Device, Nanite Revive Grenade, or the Phylactery or Karma implants.

At rank 5, Safeguard will also immediately restore 200 shields upon revive.

Target Focus[]

Target Focus
Displays the target's health bar while spotted, increases crosshair IFF detection range, and increases hold-breath duration by X%.
MAX units can equip. Works in vehicles.
Target Focus 1
Target Focus 1
Target Focus 2
Target Focus 2
Target Focus 3
Target Focus 3
Target Focus 4
Target Focus 4
Target Focus 5
Target Focus 5
150% 160% 175% 200% 300%

Target Focus is one of the starting implants, alongside Safeguard, available to all players at rank 1 immediately upon creation of their character.

While equipped, the implant increases the range at which the player's crosshair will turn red or green when looking at hostile or allied players respectively from 8 meters to 55 meters. In addition, the health of hostile units (including vehicles) will be shown to the player when hovering the crosshair over a spotted unit.

Target Focus' final benefit increases the amount of time the player can hold their breath while using high-magnification scopes, and this is the only benefit that is improved by upgrading the implant.

Common[]

Ammo Printer[]

Ammo Printer
Restocks one tick of ammunition for all infantry weapons and the weapons of nearby vehicles you own every X seconds.
MAX units can equip. Works in vehicles.
Ammo Printer 1
Ammo Printer 1
Ammo Printer 2
Ammo Printer 2
Ammo Printer 3
Ammo Printer 3
Ammo Printer 4
Ammo Printer 4
Ammo Printer 5
Ammo Printer 5
120 seconds 110 seconds 90 seconds 75 seconds 60 seconds

Ammo Printer is a common implant that grants all the user's weaponry, including all weaponry aboard vehicles they own, one 'tick' of ammunition each time the allotted amount of time passes.

The amount of ammunition granted each tick by the implant is based on how much the weapon would receive at an Ammunition Package, Air Resupply pad or Ammo Dump Tower. This can range from one magazine for certain infantry weapons to several shells for vehicle weaponry, and varies wildly based on the specific weapon.

The implant will not restore ammunition to vehicles the player is aboard if they do not personally own the vehicle. If the player owns the vehicle, the implant can trigger no matter which seat the player occupies, or if they are even inside the vehicle at all.

The user changing their state (such as dying/reviving, entering or exiting a vehicle, or switching seats within a vehicle) can reset the timer, requiring the player to wait the full duration to receive their next ammunition tick.

Athlete[]

Athlete
Passively increases sprint acceleration, deceleration, and recovery speed by X, and your hold-breath time recharges Y faster.
Athlete 1
Athlete 1
Athlete 2
Athlete 2
Athlete 3
Athlete 3
Athlete 4
Athlete 4
10% and 50% 12% and 65% 15% and 80% 20% and 100%
Athlete 5
Athlete 5
Passively increases sprint acceleration, deceleration, and recovery speed by 20%, and your hold-breath time recharges 100% faster. Additionally, you gain 10% increased sprint speed whenever you've been moving for longer than 6 seconds. This bonus is removed if you stop moving or fire a weapon.

Athlete is a common implant that increases the rate at which the player accelerates to full sprinting speed, decelerates down to walking speed, and increases the speed at which the player pulls their weapon back up after sprinting by the listed percentage. The player's hold breath recharging speed is also increased by the listed percentage.

The typical sprint recovery delay is 300ms (0.3s), and which is decreased down to 240ms (0.24s) at ranks 4 and 5 of Athlete. This benefit does not affect melee weapons, as they have no sprint recovery delay and can be used instantly after sprint regardless. Athlete has no effect on the rate at which the weapon's cone-of-fire returns to its walking value—although even with this benefit, it still recovers fast enough to beat the sprint recovery delay on all weapons.

At rank 5, this implant additionally increases the user's sprint speed multiplier by 10%, from 1.625x to 1.7875x, if the player has been moving for at least six seconds. Assuming the user has the standard movement speed of 4m/s, this raises their sprint speed from 6.5m/s to 7.15m/s.

Although the effect only affects sprinting, it can be earned and retained while walking. It will be lost nigh-on instantly if the player stops or uses any item in their loadout.

Gunslinger[]

Gunslinger
Kills while wielding a sidearm increase reload speed by X% for Y seconds.
Gunslinger 1
Gunslinger 1
Gunslinger 2
Gunslinger 2
Gunslinger 3
Gunslinger 3
Gunslinger 4
Gunslinger 4
15% and 2 seconds 17% and 2.25 seconds 20% and 2.75 seconds 25% and 3.5 seconds
Gunslinger 5
Gunslinger 5
Kills while wielding a sidearm increase reload speed by 25% for 3.5 seconds, and your weapon swap times are reduced by 50% for the same duration.

Gunslinger is a common implant that increases the user's reload speed after killing an enemy whilst holding a sidearm-type weapon in their hand. This reload speed increase is not exclusive to sidearms, and will benefit any of the user's reloadable weaponry.

This benefit stacks additively with other reload speed modifiers, such as that from the Ammunition Belt suit slot enhancement.

At rank 5, the time taken to switch between weapons will also be halved while the implant's effects are active.

Gunslinger will trigger when the player is awarded a kill on an enemy via any means, so long as they are holding a sidearm when the enemy dies. This can include instances such as enemies dying to environmental damage after the player damages them, or the player scoring a kill using Anti-Personnel Explosives.

The implant's effects do not trigger from primary weapons that have been equipped in the secondary weapon slot via A.S.P. perks, as the implant works based on the weapon type rather than the slot the weapon is equipped in. This also means that sidearms equipped into the primary weapon slot using the appropriate A.S.P. perk will trigger Gunslinger.

Jockey[]

Jockey
While riding in an exposed vehicle seat or gunning an Engineer MANA Turret, you receive an additional X% maximum shield health.
Jockey 1
Jockey 1
Jockey 2
Jockey 2
Jockey 3
Jockey 3
Jockey 4
Jockey 4
30% 33% 40% 50%
Jockey 5
Jockey 5
While riding in an exposed vehicle seat or gunning an Engineer MANA Turret, you receive an additional 50% maximum shield health. Additionally, squadmates in vehicles within 50 meters of you also receive this benefit at 20% shield strength.

Jockey is a common implant that grants the user a percentage increase to their shield health whenever they are exposed while in a vehicle.

Jockey will work while on a Flash or Javelin, while in the third seat of a Harasser, while in seats three through six of a Valkyrie or Chimera, or while on any MANA Turret (Anti-Infantry or Anti-Vehicle).

At rank 5, Jockey's effect will be granted to all squadmates within 50 meters of the user who meet the implant's requirements, at a reduced 20% maximum shield health bonus, regardless of whether or not the user is currently triggering the benefit for themselves. This effect does not stack with itself or with Jockey's standard effect.

All of this implant's shield increases are based off the classes' base shield health, being 500 for most classes, and 400 for infiltrators, and will not be affected by modifiers to shield health, such as Auxiliary Shield and Bionics.

Regeneration[]

Regeneration
Regenerates X health per second when out of combat for 10 seconds.
Regeneration 1
Regeneration 1
Regeneration 2
Regeneration 2
Regeneration 3
Regeneration 3
Regeneration 4
Regeneration 4
20 health 23 health 28 health 35 health
Regeneration 5
Regeneration 5
Regenerates 35 health per second when out of combat for 10 seconds, and headshot kills regenerate 100 health over 2 seconds.

Regeneration is a common implant that, after a 10 second delay, slowly recovers the user's health.

The criteria for 'in combat' for the purposes of triggering this implant is 'receiving health damage'. If the user is only receiving damage to their shields, the timer continues to count down and healing will progress as normal. Any damage to the user's health, no matter how small, will immediately set the timer to 10 seconds and cease any ongoing healing.

At rank 5, scoring a headshot kill will restore 100 health over 2 seconds. This reward has no bearing on the implant's normal health regeneration effects, and will not affect the timer or any ongoing health regeneration.

Safe Fall[]

Safe Fall
Normal fall damage now starts at X meters and lethal fall damage starts near Y meters.
MAX units can equip.
Safe Fall 1
Safe Fall 1
Safe Fall 2
Safe Fall 2
Safe Fall 3
Safe Fall 3
Safe Fall 4
Safe Fall 4
20 and 60 meters 30 and 90 meters 40 and 120 meters 50 and 150 meters
Safe Fall 5
Safe Fall 5
Normal fall damage now starts at 75 meters, lethal fall damage starts near 230 meters, and you take reduced damage when vehicles collide with you.
MAX units can equip.

Safe Fall is a common implant that greatly increases the distance the player can fall before they begin to receive fall damage, and further decreases the amount of damage the user receives when they do fall far enough.

At rank 5, the implant also reduces damage received as infantry when a vehicle collides with the player, though the exact benefit of this effect is unclear.

Salvage (MAX)[]

Salvage
Killing enemy MAX units will restore X health.
MAX only.
Salvage 1
Salvage 1
Salvage 2
Salvage 2
Salvage 3
Salvage 3
Salvage 4
Salvage 4
500 health 550 health 650 health 800 health
Salvage 5
Salvage 5
Killing enemy MAX units will restore 800 health, and killing a MAX within 5 meters of you will restore an additional 200 health.
MAX only.

Salvage is a common implant that instantly repairs the player's MAX unit when they are awarded with a kill on a hostile MAX.

At rank 5, the implant will restore an additional 200 health if the hostile MAX is within 5 meters of the player's MAX when they are awarded the kill.

Springstep[]

Springstep
Finishing a reload will increase your sprint speed by X, your jump height significantly, and allow you to enter sprint almost instantly, for the next 1.5 seconds. Firing this weapon ends this effect early.
Springstep 1
Springstep 1
Springstep 2
Springstep 2
Springstep 3
Springstep 3
Springstep 4
Springstep 4
10% 12% 15% 20%
Springstep 5
Springstep 5
Finishing a reload or receiving fall damage will increase your sprint speed by 20%, your jump height significantly, and allow you to enter sprint almost instantly, for the next 1.5 seconds. Firing this weapon ends this effect early.

Springstep is a common implant that increases the user's sprint speed by the listed percentage as well as increasing their jump height and sprint acceleration whenever they finish reloading a weapon.

When triggered, the implant increases the jump height of the user by one meter, allows them to accelerate to maximum sprint speed almost instantly, and raises the user's sprint speed multiplier by up to 20%, from 1.625x to 1.95x. Assuming the user has the standard movement speed of 4m/s, this raises their sprint speed from 6.5m/s to 7.8m/s.

All of the implant's effects end after 1.5 seconds, or earlier if a weapon is fired.

None of this implant's effects stack with similar effects derived from other sources, such as the sprint acceleration perk from the Athlete implant, the jump height benefit from Catlike 5, or the sprint speed increase of Survivalist, and only the largest increase will apply where multiple instances of the same effect are present.

The implant's effects will not trigger on the completion of the reload of a tube-fed weapon, such as the NS Baron G5.

At rank 5, the implant's effects will also be triggered whenever the user receives fall damage.

Survivalist[]

Survivalist
Reduces your passive shield recharge delay by X, and whenever your shield breaks, your sprint speed is increased by 20% for Y. Taking damage will remove the added sprint speed.
12 second cooldown after triggering.
Survivalist 1
Survivalist 1
Survivalist 2
Survivalist 2
Survivalist 3
Survivalist 3
Survivalist 4
Survivalist 4
0.5 and 3 seconds 0.6 and 3.5 seconds 0.75 and 4.5 seconds 1 and 6 seconds
Survivalist 5
Survivalist 5
Reduces your passive shield recharge delay by 1 second, and whenever your shield breaks, your sprint speed is increased by 20% for 6 seconds and you heal for 150 health over the same duration. Taking damage will remove the added sprint speed.
12 second cooldown after triggering.

Survivalist is a common implant that passively reduces the user's shield recharge delay by the listed amount, and provides a temporary sprint speed boost for the listed duration when the user's shield is broken.

When triggered, the implant increases the user's sprint speed multiplier by 20%, from 1.625x to 1.95x, for up to 6 seconds based on the rank of the implant, ending early if the user receives damage again. Assuming the user has the standard movement speed of 4m/s, this raises their sprint speed from 6.5m/s to 7.8m/s

This implant's effects are triggered no matter what breaks the user's shield, whether an enemy, an ally, or self-damage. EMP Grenades can also trigger the effect. This effect will not trigger again until twelve seconds have passed after its previous activation.

The passive reduction to the user's shield recharge delay from this implant does not stack with the same effect found on the Advanced Shield Capacitor suit slot enhancement, though does not prevent its other effect from functioning. The benefit will stack with the Engineer's Quick Shield Recovery passive skill.

At rank 5, the user will also be healed for 150 health over 6 seconds whenever the implant triggers. This effect will not be canceled if the user takes damage again, unlike the sprint speed bonus.

Sweeper HUD[]

Sweeper HUD
Target range is displayed on your crosshair, and enemy explosives within X meters are automatically spotted.
MAX units can equip. Works in ground vehicles.
Sweeper HUD 1
Sweeper HUD 1
Sweeper HUD 2
Sweeper HUD 2
Sweeper HUD 3
Sweeper HUD 3
Sweeper HUD 4
Sweeper HUD 4
Sweeper HUD 5
Sweeper HUD 5
16 meters 18 meters 21 meters 25 meters 35 meters
Sweeper HUD dis

Sweeper HUD Range Finder example

Sweeper HUD is a common implant that displays the distance between any solid object in the center of the crosshair and the player, via a small rangefinder that appears next to the crosshair, and will also spot any hostile explosive devices in range of the user.

The effects are always active, though there may be a delay between the user moving in range of an explosive and the implant spotting the explosives.

Vampire[]

Vampire
Killing an enemy while wielding a melee weapon restores X health. This effect does not trigger on quick melee attacks.
Vampire 1
Vampire 1
Vampire 2
Vampire 2
Vampire 3
Vampire 3
Vampire 4
Vampire 4
175 health 200 health 250 health 325 health
Vampire 5
Vampire 5
Killing an enemy while wielding a melee weapon or sidearm restores 325 health. This effect does not trigger on quick melee attacks.

Vampire is a common implant that immediately restores health to the user when they score a kill using a melee weapon.

The effect will only trigger when a melee kill is earned with the knife equipped. Using the 'Quick Melee' attack to kill an enemy while holding another piece of equipment will not trigger the implant's effects. Similarly, this allows the NSX Amaterasu to trigger the implant at any range.

At rank 5, the effect will also trigger when the user is awarded a kill whilst holding a sidearm-type weapon in their hand.

Unlike the implant's usual requirements with held melee weaponry, at rank 5 the implant will also trigger when the player is awarded a kill on an enemy via any means, so long as they are holding a sidearm when the enemy dies. This can include instances such as enemies dying to environmental damage after the player damages them, or the player scoring a kill using Anti-Personnel Explosives.

The effect will also trigger at rank 5 from a 'Quick Knife' kill if the player's held weapon is a sidearm.

The implant's rank 5 effects do not trigger from primary weapons that have been equipped in the secondary weapon slot via A.S.P. perks, as the implant works based on the weapon type rather than the slot the weapon is equipped in. This also means that sidearms equipped into the primary weapon slot using the appropriate A.S.P. perk will trigger Vampire.

Uncommon[]

Assimilate[]

Assimilate
On a headshot kill, instantly restore X shield.
Assimilate 1
Assimilate 1
Assimilate 2
Assimilate 2
Assimilate 3
Assimilate 3
Assimilate 4
Assimilate 4
120 shield 140 shield 165 shield 200 shield
Assimilate 5
Assimilate 5
On a headshot kill, instantly restore 200 shield and 10% of your maximum ability energy.

Assimilate is an uncommon implant that immediately restores shielding to the user when they score a headshot kill.

The effect of this implant will trigger for a headshot kill scored with any weapon, so long as the kill is registered as a headshot. If a weapon is capable of dealing headshots, it can trigger Assimilate's bonus. Melee weapons, for instance, are able to score headshot kills.

At rank 5, the effect additionally restores 10% of the user's ability energy, if applicable.

The rank 5 benefit works with all rechargeable abilities found in the ability slot, including jump jets, overshields, cloaks, and the Nano-Regen Device.

Battle Hardened[]

Battle Hardened
Reduces camera shake and flinch from explosions and bullet impacts by X%.
MAX units can equip.
Battle Hardened 1
Battle Hardened 1
Battle Hardened 2
Battle Hardened 2
Battle Hardened 3
Battle Hardened 3
Battle Hardened 4
Battle Hardened 4
30% 33% 40% 50%
Battle Hardened 5
Battle Hardened 5
Reduces camera shake and flinch from explosions and bullet impacts by 50%, and killing a target will double this bonus for the next 10 seconds.
MAX units can equip.

Battle Hardened is an uncommon implant that reduces the degree to which the player's screen recoils when the user takes damage, as well as the screen shake caused by nearby explosions.

At rank 5, the effect is doubled to 100% effectiveness for 10 seconds after the user is awarded a kill. This means the player will not be affected at all by flinching or screen shaking effects while the bonus is active.

Catlike[]

Catlike
Reduces the movement speed penalty for crouching by X%.
Catlike 1
Catlike 1
Catlike 2
Catlike 2
Catlike 3
Catlike 3
Catlike 4
Catlike 4
40% 45% 55% 75%
Catlike 5
Catlike 5
Reduces the movement speed penalty for crouching by 75%, and you gain increased jumping height.

Catlike is an uncommon implant that reduces the penalty to movement speed suffered while crouching.

The implant increases the user's crouch speed multiplier by up to 75%, from 0.5x to 0.875x. Assuming the user has the standard movement speed of 4m/s, this raises their crouch movement speed from 2m/s to 3.5m/s.

Catlike's benefit has no negative impact on the user's ability to avoid Detection by crouching, as that is dependent on the player's stance rather than their speed.

At rank 5, the implant increases the jump height of the user by one meter. This benefit does not stack with the identical effect found on the Springstep implant.

Critical Chain[]

Implant Tier
Icon Benefit
Critical Chain 1
Critical Chain 1
Headshot kills grant 20% faster weapon rechamber speed for 2 seconds.
Only useable with sniper rifles.
Critical Chain 2
Critical Chain 2
Headshot kills grant 25% faster weapon rechamber speed for 3 seconds.
Only useable with sniper rifles.
Critical Chain 3
Critical Chain 3
Headshot kills grant 35% faster weapon rechamber speed for 3 seconds; chaining headshots can store a maximum of 5 seconds worth of rechamber speed.
Only useable with sniper rifles.
Critical Chain 4
Critical Chain 4
Headshot kills grant 50% faster weapon rechamber speed for 3 seconds; chaining headshots can store a maximum of 8 seconds worth of rechamber speed.
Only useable with sniper rifles.
Critical Chain 5
Critical Chain 5
Headshot kills grant 50% faster weapon rechamber speed for 3 seconds; chaining headshots can store a maximum of 8 seconds worth of rechamber speed. Additionally, kills beyond 70 meters will also trigger this benefit.
Only usable with sniper rifles.

Critical Chain is an uncommon implant that reduces the chamber time on eligible weapons for the listed duration after the user is awarded a headshot kill.

The effect will not apply to shotguns at any rank, although works with both bolt-action sniper rifles and anti-materiel rifles and can apply to the chamber immediately following the shot that earned the kill. The implant's effects can be triggered by a headshot kill with any weapon, even that weapon would not enjoy its benefits.

At rank 3, the length of the implant's effects will begin to stack up to the listed duration if the user is awarded additional headshot kills while already under the effect of the implant.

At rank 5, the implant will additionally trigger on all kills awarded against targets at least 70 meters away from the user, even if it was not a headshot kill.

Heavyweight[]

Heavyweight
Reduces screen shake caused by explosions by X, and you are no longer affected by knockbacks caused by enemies or allies.
MAX units can equip.
Heavyweight 1
Heavyweight 1
Heavyweight 2
Heavyweight 2
Heavyweight 3
Heavyweight 3
Heavyweight 4
Heavyweight 4
60% 65% 75% 95%
Heavyweight 5
Heavyweight 5
Reduces screen shake caused by explosions by 95%, and you are no longer affected by knockbacks caused by enemies or allies. Additionally, whenever you take fall damage, you will emit an impulse that knocks back enemy infantry.
MAX units can equip.

Heavyweight is an uncommon implant that reduces the degree to which the player's screen shakes whenever an explosion occurs near the player by the listed percentage, and additionally makes the player immune to impulse effects at all times.

At rank 5, the implant causes the player to emit an impulse shockwave upon taking fall damage, knocking back all nearby infantry.

Ocular Shield[]

Ocular Shield
Reduces the duration of Concussion, Flash, and EMP Grenades used against you by X.
MAX units can equip.
Ocular Shield 1
Ocular Shield 1
Ocular Shield 2
Ocular Shield 2
Ocular Shield 3
Ocular Shield 3
Ocular Shield 4
Ocular Shield 4
45% 50% 60% 75%
Ocular Shield 5
Ocular Shield 5
Reduces the duration of Concussion, Flash, and EMP Grenades used against you by 75%, and you are no longer affected by your own Flash, Concussion, or EMP grenades.
MAX units can equip.

Ocular Shield is an uncommon implant that reduces the duration of Concussion, Flash, and EMP Grenades' effects on the user by the listed percentage.

At rank 5, the user is made completely immune to effects of their own Flash and Concussion grenades, but it only grants immunity to the HUD scramble and the forced shield recharge delay effects of EMP grenades, it does not stop the user's shield from being drained.

Ransack[]

Ransack
Killing a vehicle within X meters restores one tick of ammunition for you or your vehicle.
Works in vehicles.
Ransack 1
Ransack 1
Ransack 2
Ransack 2
Ransack 3
Ransack 3
Ransack 4
Ransack 4
25 meters 30 meters 35 meters 50 meters
Ransack 5
Ransack 5
Killing a vehicle within 50 meters restores one tick of ammunition for you or your vehicle, and heals your vehicle for 10% max health.
Works in vehicles.

Ransack is an uncommon implant that grants all the user's weaponry, including primary and secondary weapons aboard vehicles they own, one 'tick' of ammunition each time the user is awarded with credit for the destruction of any vehicle within range.

The amount of ammunition granted per kill by the implant is based on how much the weapon would receive at an Ammunition Package, Air Resupply pad or Ammo Dump Tower. This can range from one magazine for certain infantry weapons to several shells for vehicle weaponry, and varies wildly based on the specific weapon.

Ransack only triggers when the player themselves is awarded the kill. If the player is in a vehicle and their gunner is awarded kill credit, the implant's effects will not trigger, and similarly if the player only receives assist credit on the vehicle.

Additionally, the implant will not restore ammunition to vehicles the player is aboard if they do not personally own the vehicle.

At rank 5, the implant will additionally heal any vehicle the player owns for 10% of the vehicle's maximum health whenever they trigger the implant's effects.

Response Jacket[]

Response Jacket
Receiving damage from a standard explosive or light anti-vehicle weapon will trigger a shield that reduces damage from both resistance types by 50% for X seconds.
Response Jacket 1
Response Jacket 1
Response Jacket 2
Response Jacket 2
Response Jacket 3
Response Jacket 3
Response Jacket 4
Response Jacket 4
6 seconds 8 seconds 12 seconds 20 seconds
Response Jacket 5
Response Jacket 5
Receiving damage from a standard explosive, light anti-vehicle, C4, or infantry launcher will trigger a shield that reduces damage from all of those resistance types by 50% for 20 seconds.

Response Jacket is an uncommon implant that, upon receiving damage on a listed resistance type, halves any subsequent damage the user receives from all listed resistance types for the listed duration.

At ranks 1 through 4, Response Jacket is triggered by and protects against the 'common explosive' and 'light anti-vehicle' resist types. At rank 5, the 'C4' and 'infantry rocket launchers' resist types are added to the implant's effects. The effect's duration is reset to its listed maximum whenever the user receives damage from an applicable resistance type.

Response Jacket's resistances will not stack with any similar effects, such as those provided from Flak Armor. The highest resistance value for the given resist type will be used.

Response Jacket will not reduce the damage taken from the source that triggered the effect, only subsequent damage.

The exact weaponry that make up these resist types can also be found on the damage resistance article.

Revenant[]

Revenant
Upon being revived, you become cloaked for the next X. Firing your weapon will remove this effect.
Revenant 1
Revenant 1
Revenant 2
Revenant 2
Revenant 3
Revenant 3
Revenant 4
Revenant 4
2 seconds 2.25 seconds 2.5 seconds 3 seconds
Revenant 5
Revenant 5
Upon being revived or when reviving another player, you or your target become cloaked for the next 3 seconds. Firing your weapon will remove this effect.

Revenant is an uncommon implant that causes the user to immediately cloak upon revival.

The cloak will always be in the most visible state, and does not prevent the beneficiary from using any of their abilities or weaponry, though doing so will immediately end the cloaking effect.

This benefit is granted no matter the source of the revive such as a Medical Applicator, Nanite Revive Grenade, or the Phylactery implant.

At rank 5, an identical effect will be applied to any target the user revives, whether using a Nano-Regen Device or Nanite Revive Grenade.

Scavenger[]

Scavenger
Killing an enemy while wielding a melee weapon or sidearm will restock X of your primary and secondary weapon magazines for free.
Scavenger 1
Scavenger 1
Scavenger 2
Scavenger 2
Scavenger 3
Scavenger 3
Scavenger 4
Scavenger 4
12% 15% 20% 30%
Scavenger 5
Scavenger 5
Killing an enemy while wielding a melee weapon or sidearm will restock 30% of your primary and secondary weapon magazines for free. Additionally, dying will fully restock your primary and secondary weapon magazines from reserves.

Scavenger is an uncommon implant that replenishes the listed percentage of the user's primary and secondary weapons' magazines whenever they score a kill while wielding their melee weapon or sidearm.

At rank 5, the implant will also fully reload the user's primary and secondary weapons upon death, drawing from the user's reserve ammunition's pool. If the user is in the process of actively reloading their weapon when they died, this effect will not trigger.

The implant's standard effect does not trigger from primary weapons that have been equipped in the secondary weapon slot via A.S.P. perks, as the implant works based on the weapon type rather than the slot the weapon is equipped in. This also means that sidearms equipped into the primary weapon slot using the appropriate A.S.P. perk will trigger Scavenger.

Sensor Shield[]

Sensor Shield
Your radar signature no longer appears on detection devices outside of X meters.
Sensor Shield 1
Sensor Shield 1
Sensor Shield 2
Sensor Shield 2
Sensor Shield 3
Sensor Shield 3
Sensor Shield 4
Sensor Shield 4
30 meters 26 meters 20 meters 10 meters
Sensor Shield 5
Sensor Shield 5
Your radar signature no longer appears on detection devices outside of 10 meters, and while walking, you cannot be detected by recon devices at all.

Sensor Shield is an uncommon implant that reduces the range at which the user is detected by any motion detection devices.

The implant affects all motion detection systems, including the Infiltrator's Recon Detection Device darts, Motion Spotters, and the Proximity Radar or Scout Radar available to most vehicles.

At rank 5, the implant prevents the user from being detected at any range by any detection device so long as they are not sprinting.

Sidewinder[]

Sidewinder
Your strafe speed is increased by X%, but accelerating and decelerating while strafing takes twice as long.
Sidewinder 1
Sidewinder 1
Sidewinder 2
Sidewinder 2
Sidewinder 3
Sidewinder 3
Sidewinder 4
Sidewinder 4
20% 23% 28% 35%
Sidewinder 5
Sidewinder 5
Your strafe speed is increased by 35%, but accelerating and decelerating while strafing takes twice as long. In addition, your backpedal speed is increased by 35%.

Sidewinder is an uncommon implant that increases the speed at which the user strafes by the listed percentage, in exchange for doubling the amount of time it takes to accelerate to maximum strafe speed or decelerate to a stop.

The implant increases the user's strafe speed multiplier by up to 35%, from 0.75x to 1.0125x. Assuming the user has the standard movement speed of 4m/s, this raises their strafe speed from 3m/s to 4.05m/s.

At rank 5, the implant's benefits additionally apply to backpedaling, with the same increase in movement speed from 3m/s to 4.05m/s (multiplier from 0.75x to 0.10125x). Unlike strafing, the acceleration time of backpedaling is not increased by this effect.

Class-Specific[]

Aerial Combatant (Light Assault)[]

Aerial Combatant
Killing an enemy player restores X jump jet fuel.
Aerial Combatant 1
Aerial Combatant 1
Aerial Combatant 2
Aerial Combatant 2
Aerial Combatant 3
Aerial Combatant 3
Aerial Combatant 4
Aerial Combatant 4
12% 15% 20% 30%
Aerial Combatant 5
Aerial Combatant 5
Killing an enemy player restores 30% jump jet fuel, and vehicle kills now trigger this bonus as well.

Aerial Combatant is a Light Assault-specific implant that partially replenishes the Light Assault's jump jet fuel tanks whenever they are awarded a kill.

Aerial Combatant works for all of the Light Assault's ability choices, including Ambusher Jump Jets, which work on a cooldown.

At rank 5, receiving credit for destroying a vehicle will replenish the jump jet's fuel tanks by 30%, on top of any other potential fuel recovery thanks to kills.

Air Drop (Light Assault)[]

Air Drop
Upon exiting a vehicle Jump Jet recharge rate is increased by X% for Y seconds.
Light Assault only. 30 second cooldown after triggering.
Air Drop 1
Air Drop 1
Air Drop 2
Air Drop 2
Air Drop 3
Air Drop 3
Air Drop 4
Air Drop 4
Air Drop 5
Air Drop 5
7% and 8 seconds 7% and 10 seconds 7% and 12 seconds 7% and 15 seconds 10% and 20 seconds

Air Drop is a Light Assault-specific implant that increases the Light Assault's Jump Jet recharge rate whenever they leave a vehicle, with a 30 second cooldown after triggering.

Paratrooper (Light Assault)[]

Paratrooper
Whenever you receive damage, X of your jump jet fuel is restored.
Paratrooper 1
Paratrooper 1
Paratrooper 2
Paratrooper 2
Paratrooper 3
Paratrooper 3
Paratrooper 4
Paratrooper 4
3% 4% 5.5% 8%
Paratrooper 5
Paratrooper 5
Whenever you receive damage, 8% of your maximum jump jet fuel is restored. Additionally, you receive roughly 20 meters of fall damage protection passively.

Paratrooper is a Light Assault-specific implant that partially replenishes the Light Assault's jump jet fuel tanks every time the user receives damage.

The amount of damage the Light Assault receives has no bearing on if they receive jump jet fuel, or on how much they receive. Receiving just 1 point of damage will trigger the implant's effects.

At rank 5, the implant also permanently provides the benefits of rank 1 of the Safe Fall implant, granting roughly 20 meters of fall damage protection.

Deep Operative (Infiltrator)[]

Deep Operative
Whenever you spend longer than a total of X seconds outside of cloak without taking damage, your cloak's visibility will be reduced by 75%. Dying or taking damage from enemy sources will reset the benefit countdown.
Deep Operative 1
Deep Operative 1
Deep Operative 2
Deep Operative 2
Deep Operative 3
Deep Operative 3
Deep Operative 4
Deep Operative 4
30 seconds 26 seconds 20 seconds 12 seconds
Deep Operative 5
Deep Operative 5
Whenever you spend longer than a total of 12 seconds outside of cloak without taking damage, your cloak's visibility will be reduced by 75%. Additionally, killing an enemy will reduce this countdown by 3 seconds. Dying or taking damage from enemy sources will reset the benefit countdown.

Deep Operative is an Infiltrator-specific implant that reduces the visibility of the Infiltrator while cloaked by 75%, if they survive the listed period without receiving any damage.

Receiving damage from any source at any time will instantly remove the benefit, and reset the cooldown timer. The Infiltrator is free to deal damage at any point without affecting the benefits they receive, and cloaking or uncloaking will not affect the benefit either.

At rank 5, killing an enemy while the benefit is on cooldown will progress the timer by 3 seconds.

Combat Surgeon (Combat Medic)[]

Combat Surgeon
Kills and revives restore X of your energy-based Combat Medic abilities.
Combat Surgeon 1
Combat Surgeon 1
Combat Surgeon 2
Combat Surgeon 2
Combat Surgeon 3
Combat Surgeon 3
Combat Surgeon 4
Combat Surgeon 4
12% 15% 20% 30%
Combat Surgeon 5
Combat Surgeon 5
Kills and revives restore 30% of your energy-based Combat Medic abilities, and reviving an ally increases your Resistance to small arms by 25% for 3.5 seconds.

Combat Surgeon is a Combat Medic-specific implant that replenishes the user's ability energy by the listed percentage whenever the user is awarded a kill, or whenever an ally accepts a revive made using the Medical Applicator or a Nanite Revive Grenade.

The benefits of the implant have no cooldown and can be triggered every time the user meets the criteria. It has no effect on the Shield Recharging Field ability.

At rank 5, reviving an ally under the same criteria will temporarily protects the user against the 'small arms' resist type by providing a 25% damage reduction effect for 3.5 seconds. This resistance will not stack with any similar effects, and only the highest resistance value for the given resist type will be used. Additionally, it does not reduce headshot damage.

Karma (Combat Medic)[]

Karma
Each time you revive an ally a charge is added to Karma. At X charges your next death allows you to self-revive once at Y% health
Redeploying or using an equipment terminal will wipe your current progress. Combat Medic only.
Karma 1
Karma 1
Karma 2
Karma 2
Karma 3
Karma 3
Karma 4
Karma 4
Karma 5
Karma 5
30 charges and 50% 27 charges and 50% 24 charges and 50% 20 charges and 50% 20 charges and 100%

Karma is a Combat Medic-specific implant that allows the user to self-revive after they have accumulated enough Karma charges. Charges are gained by reviving teammates with the Medical Applicator or Nanite Revive Grenades. It is important to note that redeploying or using an equipment terminal will reset the user's charges to zero.

Mending Field (Combat Medic)[]

Mending Field
Allies who are below X passively heal for 15 health per second while you are within 7 meters.
Mending Field 1
Mending Field 1
Mending Field 2
Mending Field 2
Mending Field 3
Mending Field 3
Mending Field 4
Mending Field 4
100 health 150 health 225 health 300 health
Mending Field 5
Mending Field 5
Allies who are below 300 health passively heal for 15 health per second while you are within 7 meters. Your deployed Shield Recharging Fields now also carry this effect.

Mending Field is a Combat Medic-specific implant that causes the user to automatically heal any allies within 7 meters who are below the listed health for 15 health per second.

This implant's effects will benefit the user themselves at all times, at the same speed and with the same listed restrictions.

At rank 5, the benefit is also available to allies from the user's Shield Recharging Field, at the same potency.

Overcharge (Heavy Assault)[]

Overcharge
While overshield is active your primary weapon's bullets will now pierce through one infantry target before stopping. While this implant is equipped your overshield's maximum energy will be reduced by X%.
Heavy Assault only.
Overcharge 1
Overcharge 1
Overcharge 2
Overcharge 2
Overcharge 3
Overcharge 3
Overcharge 4
Overcharge 4
30 25 20 15
Overcharge 5
Overcharge 5
While overshield is active your primary and secondary weapon's[sic] bullets will now pierce through one infantry target before stopping. While this implant is equipped your overshield's maximum energy will be reduced by 15%.
Heavy Assault only.

Overcharge is a Heavy Assault-specific implant that allows your primary weapon's bullets to pierce a single enemy infantry, functioning much like the NC's Sabot Ammunition, but reducing your maximum shield energy.

At rank 5, this effect additionally applies to your secondary weapon.

There are limitations as to what projectiles can be Overcharged - the NS-03 Thumper and its variants and underbarrel launcher Rail attachments will not pierce through enemies. However, various alternative ammo attachments such as Explosive Ammunition, Lashing Ammunition, and Fracture Bolts will pierce, although explosions will only spawn when the projectile despawns, and will not detonate upon piercing an infantry unit.

Mobility Mesh (Heavy Assault)[]

Mobility Mesh
Reduces the movement speed penalty while your overshield is active by X.
Mobility Mesh 1
Mobility Mesh 1
Mobility Mesh 2
Mobility Mesh 2
Mobility Mesh 3
Mobility Mesh 3
Mobility Mesh 4
Mobility Mesh 4
15% 17% 20% 25%
Mobility Mesh 5
Mobility Mesh 5
Reduces the movement speed penalty while your overshield is active by 25%. Additionally, while your overshield is active, your base sprint speed is increased by 10%.

Mobility Mesh is a Heavy Assault-specific implant that reduces the movement speed penalty suffered while an overshield is active by the listed percentage.

The effect decreases the movement speed penalty of all overshields by up to 25%, from -1m/s to -0.75m/s. Assuming the user has the standard movement speed of 4m/s, this raises their walking speed from 3m/s to 3.25m/s.

At rank 5, the implant additionally increases the user's sprint speed multiplier by 10% while an overshield is active, from 1.625x to 1.7875x. Compared to the overshield movement speed of a Mobility Mesh 4 user, this increases the user's movement speed from 5.28125m/s to 5.809375m/s. Compared to an overshielded Heavy not using this implant at all, the increase is from 4.875m/s to 5.809375m/s.

Nanomesh Specialist (Heavy Assault)[]

Nanomesh Specialist
Reduces the rate of decay on your overshield by X while stationary, and Y while moving.
Nanomesh Specialist 1
Nanomesh Specialist 1
Nanomesh Specialist 2
Nanomesh Specialist 2
Nanomesh Specialist 3
Nanomesh Specialist 3
Nanomesh Specialist 4
Nanomesh Specialist 4
50% and 25% 55% and 28% 65% and 33% 80% and 40%
Nanomesh Specialist 5
Nanomesh Specialist 5
Reduces the rate of decay on your overshield by 80% while stationary, and 40% while moving. Additionally, an active Heavy Shield no longer prevents your personal shield from recharging.

Nanomesh Specialist is a Heavy Assault-specific implant that reduces the rate at which the user's overshield depletes, with increased potency if the user is stationary.

Nanomesh Specalist does not increase the overshield's duration by a percent. Instead, it decreases the rate at which energy drains. This means that, at rank 1, overshields last twice as long with no external influence while stationary, and at rank 4 overshields last five times as long while stationary. For example, rank 5 Resist Shield has a default duration of approximately 15 seconds, but with rank 4 or higher Nanomesh Specialist, this duration will be increased to 25 seconds while moving, or 75 seconds while stationary.

At rank 5, the implant allows the user's personal shield to continue recharging while an overshield is active, both allowing the shield recharge delay to count down and shield regeneration to progress.

Robotics Technician (Engineer)[]

Robotics Technician
Non-mine deployables you own within 15m have a X% resistance to incoming damage, this damage resistance also applies to the Engineer when mounting a deployed MANA turret.
Robotics Technician 1
Robotics Technician 1
Robotics Technician 2
Robotics Technician 2
Robotics Technician 3
Robotics Technician 3
Robotics Technician 4
Robotics Technician 4
10% 13% 18% 25%
Robotics Technician 5
Robotics Technician 5
Non-mine deployables you own within 15m have a 25% resistance to incoming damage, and will repair themselves for 25 health per second, even while under fire. This damage resistance also applies to the Engineer when mounting a deployed MANA turret.
RT Example

Robotics Technician active effect on Spitfire Auto-Turret and Hardlight Barrier.

Robotics Technician is an Engineer-specific implant that applies a damage reduction effect to any of the Engineer's deployables within 15 meters of the player, as well as the Engineer themselves if they are mounted on an Anti-Infantry or Anti-Vehicle MANA Turret.

Unlike most damage reduction effects, the benefit provided by Robotics Technician will stack with most other damage reduction effects, such as the Flak Armor and Nanoweave Armor suit slot enhancements, although it does not stack with the Response Jacket implant.

With Nanoweave Armor, its effects stack multiplicatively with Robotics Technician and thus body and legshots from affected weapons deal 40% reduced damage to a mounted Engineer. With Flak Armor, the stacking is also multiplicative and explosives deal 62.5% reduced damage to a mounted Engineer.

The implant's benefits will apply to deployables found in the tactical slot, such as the Hardlight Canopy, though will not protect Spawn Beacons.

At rank 5, any beneficiary of this implant's effects will be healed for 25 health per second. Although the implant only specifies as such for the damage reduction effect, this healing effect also works on the Engineer themselves while they are mounting a deployed MANA turret, constantly healing them for 25 health per second so long as they stay mounted on the turret. Only the Engineer's health is healed, their shielding will be not be replenished by this effect.

Electrotech (Engineer)[]

Electrotech
When your shield breaks, it releases a pulse of repairing nanites that heal allied mechanical objects within 10m for X health over 4 seconds.
Electrotech 1
Electrotech 1
Electrotech 2
Electrotech 2
Electrotech 3
Electrotech 3
Electrotech 4
Electrotech 4
250 health 263 health 275 health 300 health
Electrotech 5
Electrotech 5
When your shield breaks, it releases a pulse of repairing nanites that heal allied mechanical objects within 10m for 300 health over 4 seconds, short circuits small enemy deployables within range of the pulse.

Electrotech is an Engineer-specific implant that causes the user to apply a heal-over-time effect to all nearby repairable objects when the user's shields are depleted.

The repair pulse only applies to objects that were in range when the implant was triggered. This effect is tied to a 4 second cooldown timer, and will not trigger again on another shield break until that time has passed.

At rank 5, triggering the effect also destroys all nearby hostile deployables instantly.

Rare[]

Assassin[]

Assassin
Damaging enemies now automatically spots them for you and allies, while Kills from greater than X meters will clear spot checks on you and prevent spotting attempts on you for one second.
Does not clear spot checks on vehicles.
Assassin 1
Assassin 1
Assassin 2
Assassin 2
Assassin 3
Assassin 3
Assassin 4
Assassin 4
150m 125m 100m 50m
Assassin 5
Assassin 5
Damaging enemies now automatically spots them for you and allies, while Kills from greater than 50 meters will clear spot checks on you and prevent spotting attempts on you for one second. Headshots now also apply this effect at any range.
Does not clear spot checks on vehicles.

Assassin is a rare implant that clears any active spots on the user when they are awarded a kill on a target further than the listed distance, and prevents any new spotting attempts for 1 second, and additionally silently spots any hostile players the user damages by any means.

While the spot-prevention effect is active, the player cannot capture control points, with the game displaying a similar error message as it would to a cloaked player. The implant's spotting effect triggers from damage of any type, including vehicle weapons, 'non-lethal' grenades that deal minuscule damage such as the Flash Grenade, and Orbital Strikes.

At rank 5, the implant's benefits will also trigger upon scoring a headshot kill at any range.

Covert Drop[]

Covert Drop
Taking fall damage will cloak you for X seconds. Firing a weapon will reveal you.
Covert Drop 1
Covert Drop 1
Covert Drop 2
Covert Drop 2
Covert Drop 3
Covert Drop 3
Covert Drop 4
Covert Drop 4
1 second 1.25 seconds 1.75 seconds 2.5 seconds
Covert Drop 5
Covert Drop 5
Taking fall damage will cloak you for 2.5 seconds. Additionally, bailing from an ejection seat aircraft will cloak you for 6 seconds upon hitting the ground. Firing a weapon will reveal you.

Covert Drop is a rare implant that cloaks the user for the listed time whenever they receive fall damage.

At rank 5, the implant additionally cloaks the user whenever they land after exiting a vehicle with an Ejection System.

Deadshot[]

Deadshot
When your total health drops below 20% your weapon's cone of fire improves by X% for Y seconds.
Deadshot 1
Deadshot 1
Deadshot 2
Deadshot 2
Deadshot 3
Deadshot 3
Deadshot 4
Deadshot 4
5% and 5 seconds 7% and 5 seconds 10% and 7 seconds 12% and 10 seconds
Deadshot 5
Deadshot 5
When your total health drops below 30% your weapon's cone of fire improves by 15% for 12 seconds.

Deadshot is a rare implant that improves the user's cone-of-fire after their health drops below a given threshold.

This effect triggers based on the user's total health, which can be increased with the Carapace implant and decreased with the Bionics implant.

Failsafe[]

Failsafe
When your shield is broken, you gain X% of your maximum ability energy. This action can only occur once every 12 seconds.
Failsafe 1
Failsafe 1
Failsafe 2
Failsafe 2
Failsafe 3
Failsafe 3
Failsafe 4
Failsafe 4
10% 12% 15% 20%
Failsafe 5
Failsafe 5
When your shield is broken, you gain 20% of your maximum ability energy. This action can only occur once every 12 seconds. Additionally, whenever Failsafe is on cooldown, receiving melee damage will shock the attacker for 150 non-lethal damage.

Failsafe is a rare implant that causes the user to instantly restore the listed amount of their ability energy whenever their shields are depleted.

The implants effects can only occur once every 12 seconds, with any further shield depletions before this timer passes having no effect.

At rank 5, the implant will deal 150 damage to any hostile who deals damage to the player using a melee weapon while the implant's standard effect is on cooldown, though this effect cannot kill.

Firestorm[]

Firestorm
Killing an enemy increases rate of fire by 8% on the currently equipped weapon for X. While this effect is active, your recoil and cone of fire bloom suffer significantly.
Firestorm 1
Firestorm 1
Firestorm 2
Firestorm 2
Firestorm 3
Firestorm 3
Firestorm 4
Firestorm 4
1.5 seconds 1.75 seconds 2.25 seconds 3 seconds
Firestorm 5
Firestorm 5
Killing an enemy increases rate of fire by 8% on the currently equipped weapon for 3 seconds, and a headshot kill will increase this duration to 5 seconds. While this effect is active, your recoil and cone of fire bloom suffer significantly.

Firestorm is an rare implant that boosts the user's rate-of-fire by 8% for the listed duration after being awarded a kill, though greatly decrease s the player's accuracy by doubling the cone-of-fire bloom values and horizontal recoil for the player's weapons.

At rank 5, the implant's benefits will have their duration further increased to 5 seconds upon scoring a headshot kill.

This implant was initially available as a master tier award for the Summer Fun Event directive in 2020.

Fortify[]

Fortify
Standing still for X seconds provides you with 20% small arms resistance to bodyshots until you start moving.
Inactive in vehicles.
Fortify 1
Fortify 1
Fortify 2
Fortify 2
Fortify 3
Fortify 3
Fortify 4
Fortify 4
1 0.75 0.5 0.1
Fortify 5
Fortify 5
Standing still for 0.1 seconds provides you with 20% small arms resistance to bodyshots until you start moving, and 50% resistance to common explosives until you start moving.
Does not stack with Flak Armor. Inactive in vehicles.

Fortify is a rare implant that provides the user with 20% damage reduction against the 'small arms' damage type when they stand still for the listed duration.

This benefit will not be provided at any time if the user is in a vehicle, even if they are in an exposed seat.

At rank 5, the benefit also provides a 50% damage reduction effect against the 'common explosive' damage type while active.

Nightmare[]

Nightmare
Killing an enemy while wielding a melee weapon will cloak you for X seconds. This effect does not trigger on quick melee attacks, and the cloak does not lock your weapons or interactions while active.
Nightmare 1
Nightmare 1
Nightmare 2
Nightmare 2
Nightmare 3
Nightmare 3
Nightmare 4
Nightmare 4
1 second 1.2 seconds 1.5 seconds 2 seconds
Nightmare 5
Nightmare 5
Killing an enemy while wielding a melee weapon, or while within 5 meters of your target will cloak you for 2 seconds. This cloak does not lock your weapons or interactions while active.

Nightmare is a rare implant that temporarily 'cloaks' the player when they score a kill using a melee weapon.

The effect will only trigger when a melee kill is earned with the knife equipped. Using the 'Quick Melee' attack to kill an enemy while holding another piece of equipment will not trigger the implant's effects. Similarly, this allows the NSX Amaterasu to trigger the implant at any range.

Unlike most cloaking effects, this implant's cloaking benefit is not a perfect cloak.

Compared to typical cloaking benefits, Nightmare's cloak:

  • Will not clear any active spots on the user, nor prevent any further spotting attempts.
  • Is permanently at the highest level of visibility, regardless of the player's movement state.
  • Does not, in any way, hinder the player from using their weaponry or equipment.
  • Will not prevent Spitfire Auto-Turrets, or other automatic turrets, from acquiring and firing upon the player.

At rank 5, the implants effects will also apply whenever the user is awarded with a kill on an enemy within 5 meters.

Overdrive[]

Overdrive
Roadkills with a Flash or Harasser will restore X% base turbo energy.
Overdrive 1
Overdrive 1
Overdrive 2
Overdrive 2
Overdrive 3
Overdrive 3
Overdrive 4
Overdrive 4
25% 28% 33% 40%
Overdrive 5
Overdrive 5
Roadkills with a Flash, Harasser, ESF, or Liberator will restore 40% base turbo energy.

Overdrive is a rare implant that replenishes some of a Flash's (if NFI-2000 Turbo is equipped) or Harasser's fuel tanks upon being awarded with a roadkill.

At rank 5, the implant's benefits will also work with empire specific fighters and the Liberator.

Rapid Response[]

Rapid Response
While wielding a beneficial construction module your sprint speed is increased by X%
Rapid Response 1
Rapid Response 1
Rapid Response 2
Rapid Response 2
Rapid Response 3
Rapid Response 3
Rapid Response 4
Rapid Response 4
7% 10% 13% 15%
Rapid Response 5
Rapid Response 5
While wielding a beneficial construction module your sprint speed is increased by 15%. Additionally, the time to install beneficial modules is reduced by 50%.

Rapid Response is a rare implant that increases the user's sprint speed while they are wielding a construction module.

At rank 5, the implant also cuts the time required to install a beneficial module by 50%.

Symbiote[]

Symbiote
While your personal shield is active, receiving small arms damage now heals 125 health immediately. This effect may only trigger once every X.
Symbiote 1
Symbiote 1
Symbiote 2
Symbiote 2
Symbiote 3
Symbiote 3
Symbiote 4
Symbiote 4
8 seconds 7.5 seconds 6 seconds 4 seconds
Symbiote 5
Symbiote 5
While your personal shield is active, receiving small arms or common explosive damage now heals 125 health immediately. Both damage types have independent cooldowns, and each effect may only trigger once every 4 seconds.

Symbiote is a rare implant that heals the user for 125 health whenever their personal shield receives damage from a "small arms" type weapon, with a cooldown of the listed duration between heals.

The healing will only be triggered if the damage dealt to the user does not break their personal shield. If the damage dealt breaks the user's shield, the implant will not trigger even if the user was already missing health.

At rank 5, the implant will also trigger on "common explosive" type damage to the user's personal shield, with a separate 4 second cooldown.

Exceptional[]

Avoidance[]

Avoidance
Avoidance
Your movements no longer trigger anti-infantry mines and you are no longer targeted by Spitfire turrets.

Avoidance is an Exceptional implant that prevents the user from triggering Anti-Personnel Explosives via moving past them, and also prevents Spitfire Auto-Turrets from targeting them.

Berserker (MAX)[]

Berserker
Berserker
You regenerate 40 health per second and your armor is reduced by 20%. Taking damage pauses this regeneration for 2 seconds, and regeneration does not stack with Nanite Auto-Repair.
MAX only.

Berserker is an Exceptional implant that continuously repairs the user for 40 health per second, in exchange for increasing the damage they receive by 20% (by decreasing their armor by the same amount).

The implant's repair effect is paused for 2 seconds whenever the unit receives damage, and its repairs will not stack with the Nanite Auto Repair System suit slot enhancement. The increased damage effect stacks additively with that from Zealot Overdrive, for a total of 40% additional damage received.

Because Berserker decreases the unit's armor, rather than its resistances, ordnance with armor penetration (ie. C-4, Tank Mines, and Anti-Vehicle Grenades) will NOT deal increased damage against MAXes using Berserker.

Bionics[]

Bionics
Bionics
Your personal shield health is increased by 400, and 400 health is removed from your health pool.

Bionics is an Exceptional implant that removes 400 health from the user health pool, and increases the player's personal shielding by 400 in turn.

This additional shielding does not count as the class's base shielding for other effects that increase the player's shielding, such as the Jockey implant's effect.

It is worth noting that upon accepting a revive, a player will revive with zero shielding. This means Bionics users will typically revive with 100 health and zero shielding, which may impede their ability to escape repeated deaths after being revived.

WARNING: The Carapace implant has a major unintended interaction with Bionics; equipping both implants simultaneously will cause the player to be left with 600 health and no shielding.

Carapace[]

Carapace
Carapace
Your personal shield is removed and replaced with 500 additional health. Equipment that adds or modifies shield health does not stack with this implant.

Carapace is an Exceptional implant that removes all of the player's personal shielding, and replaces it with an additional 500 health.

This implant's effects are identical regardless of the player's shielding before using the implant—meaning Infiltrators, who typically only have 400 shielding, still earn 500 health, and players using Auxiliary Shield or other similar shield-boosting effects still lose all their shielding for just 500 health.

While Carapace is equipped, the player will revive with 1000 health rather than 500 when revived by a Medical Applicator, or 500 health rather than 250 with the Phylactery implant or Nanite Revive Grenades.

WARNING: The Bionics implant has a major unintended interaction with Carapace; equipping both implants simultaneously will cause the player to be left with 600 health and no shielding.

Cold Heart[]

Cold Heart
Cold Heart
Crouching momentarily will activate a coolant system in your suit. While doused in coolant, burning damage is reduced by 90%, you no longer appear on map-based recon detection, and your movement speed is reduced by 10%. Firing a weapon will immediately end this effect.

Cold Heart is an Exceptional implant that, after the user crouches momentarily, applies a 'coolant' buff that reduces the amount of Burning type damage the user receives by 90% and prevents them from being detected by any kind of motion detection, although slows the user by 10% while the buff remains active and applies a bright blue-white 'shield' to the user. The buff has no time limit, and only expires upon the user firing their weapon.

Counter-Intelligence[]

Counter-Intelligence
Counter-Intelligence
You automatically spot targets who damage you, and while not inside a vehicle, you are also notified on the HUD when spotted by an enemy.
MAX units can equip. Works in vehicles.

Counter-Intelligence is an Exceptional implant that automatically spots any hostile players who damage the user or their vehicle.

The effect will trigger even if the player's health or personal shield does not receive direct damage—such as when they are employing an Aegis Shield or overshield. If the hostile player has a Suppressor attached to their weapon, or is using the MKV Suppressed, this effect will not trigger.

In addition, while the user is not inside a vehicle, the implant will also warn the player whenever they are spotted, by turning the implant's icon red (from the typical blue) while the player is spotted, and also briefly displaying the implant's icon near the crosshair.

If used inside a vehicle, the user does not have to own the vehicle nor do they need to be in the driver/pilot seat to automatically spot players who damage it, allowing gunners and passengers to make full use of this implant. However, the user will not be notified that the vehicle is spotted at any time.

Countershade[]

Countershade
Countershade
Killing an enemy will conceal your radar signature from detection devices for 8 seconds. Triggering this implant while underwater applies this effect until you resurface.

Countershade is an Exceptional implant that prevents the user from being detected by any detection device for 8 seconds after being awarded a kill, with the effect remaining active semi-permanently if the user is awarded the kill while underwater—only ending if they surface.

Disengage (MAX)[]

Disengage
Disengage
Activating Emergency Repair will also create an impulse wave that throws enemy infantry a short distance and increases your sprint acceleration speed by 25% for 3 seconds.
MAX only.

Disengage is an Exceptional implant that causes the player to emit an impulse shockwave upon activating Emergency Repair, knocking back all nearby infantry.

Triggering this effect also increases the sprint acceleration of the MAX by 25% for 3 seconds, decreasing the time taken to reach maximum sprint speed.

Experimental Stims[]

Experimental Stims
Experimental Stims
Passively increases the carry capacity of all stims by 1, and using a stim will provide 12 seconds of another rank 5 implant's benefits. The implant chosen is random from this list: Safe Fall, Vampire, Battle Hardened, Heavyweight, Response Jacket. Experimental Stims only triggers when there is no active benefit.

Experimental Stims is an Exceptional implant that provides the benefit of another implant, at rank 5, for twelve seconds after the user consumes a Medical Kit, Restoration Kit, or Infradine.

The implant will also passively increase the number of stims the user can carry by one, up to a maximum of five.

One of the following five implants will be chosen for this effect, at random, when the user triggers Experimental Stims.

The icon and name of the implant will appear on the right-hand side of the user's screen to indicate which is active, and the implant will last for twelve seconds. The user gains all the benefits of that implant at rank 5 for the duration, and must wait for the twelve seconds to elapse before they can apply another buff with Experimental Stims.

Firewall (Infiltrator)[]

Firewall
Firewall
Interacting with allied base turrets or spitfire turrets embed them with firewalls which must be disarmed by enemy infiltrators before hacking. Firewalls last 360 seconds and grant turrets an additional 25% maximum health.
Infiltrator only.

Firewall is an Exceptional implant that allows Infiltrators to interact with Phalanx Turrets and Spitfire Auto-Turrets to increase the turret's health by 25% for six minutes (360 seconds).

To apply a firewall to an allied turret, walk up to the turret and hold the 'Interact' hotkey (e by default.)

While this effect is active on a turret, hostile infiltrators must hack the unit twice to convert the turret's allegiance.

Infiltrators using this implant cannot enter a Phalanx Turret without applying a firewall first.

Infravision[]

Infravision
Infravision
While equipped, the player will highlight infantry and vehicles within 125 meters, while reducing vision at long range.
MAX units can equip. Does not work in vehicles.
Infravision Example

Infravision is an Exceptional implant that changes the user's vision to infrared while equipped, highlighting all units within 125 meters.

A thick 'fog' effect prevents vision past approximately 130 meters.

Juggernaut (MAX)[]

Juggernaut
Juggernaut
Melee attacks knock enemies away a short distance.
MAX only

Juggernaut is an Exceptional implant which allows the user's melee attacks to knock enemies away a short distance.

Logistics Specialist[]

Logistics Specialist
Logistics Specialist
While piloting a vehicle, that vehicle becomes capable of spawning squadmates directly into it if there is an open seat.

Logistics Specialist is an Exceptional implant that grants any vehicle the player is piloting access to squad logistics, allowing members of the player's squad to spawn into the vehicle.

The squad logistics provided by this implant has the same requirements as any normal vehicle with the function, such as the Sunderer, Valkyrie, or Galaxy.

This implant has no effect on the Sunderer, Valkyrie, and Galaxy, as this ability is already available to those vehicles. It also does not function for the Bastion Fleet Carrier.

Minor Cloak[]

Minor Cloak
Minor Cloak
Remaining stationary for 8 seconds will cloak the user. Movement will break this cloak, though short bouts of movement will let you return to cloak more quickly after breaking it. Firing a weapon will reset the 8 second recharge countdown.

Minor Cloak is an Exceptional implant that Cloaks the user after 8 seconds of remaining completely stationary without using any equipment.

This cloak functions similarly to most standard cloaking devices, though has a far longer uncloaking delay than usual before the player can fire or use any equipment.

Phylactery[]

Phylactery
Phylactery
Each time you are revived, a charge is added to the phylactery. At 3 charges, your next death allows you to self-revive once at 50% health. Phylactery's self-revive does not count towards these charges.
Charges cannot be gained while in a vehicle, and redeploying or using an equipment terminal will wipe your current progress.
NotLDPromo2

Phylactery implant user ready to revive.

Phylactery is an Exceptional implant that automatically revives the user if they die after having been revived by allies three times without redeploying or resupplying.

A player who will be revived upon their next death by this implant will be surrounded by green particles.

The implant will revive the user to half of their maximum health. For standard infantry this will be 250 health, with the Carapace implant this becomes 500 health, and with the Bionics implant it decreases to 50 health.

The Safeguard implant benefits Phylactery's revive as though it were a typical revive, providing a temporary damage reduction effect and granting the implant's rank 5 shield replenishment or instant repair effect as expected.

"Perfect" Implants[]

"Perfect" Implants are account wide Exceptional implants that can be acquired as part of bundles in the Depot.

The Ancient's 7-Year Anniversary Bundle rewards 'Perfect' variants of Bionics, Carapace, and Counter-Intelligence. The PlanetSide Legacy rewards 'Perfect' variants of Avoidance, Infravision, and Minor Cloak. The Giant's 10-Year Anniversary Bundle rewards 'Perfect' variants of Berserker and Experimental Stims.

'Perfect' implants cannot be broken down. Though they are separate from their normal implant, they cannot be equipped simultaneously with it.

Avoidance (Perfect)[]

Avoidance (Perfect)
Avoidance (Perfect)
Your movements no longer trigger Claymores, Proximity Mines, or Bouncing Betty, and you are no longer targeted by Spitfire turrets.

Avoidance is an Exceptional implant that prevents the user from triggering Anti-Personnel Explosives via moving past them, and also prevents Spitfire Auto-Turrets from targeting them.

This implant is a variant of the Avoidance implant, and cannot be equipped simultaneously with it.

Berserker (Perfect)[]

Berserker (Perfect)
Berserker (Perfect)
You regenerate 40 health per second and your armor is reduced by 20%. Taking damage pauses this regeneration for 2 seconds, and regeneration does not stack with Nanite Auto-Repair.
MAX only.

Berserker is an Exceptional implant that continuously repairs the user for 40 health per second, in exchange for increasing the damage they receive by 20% (by decreasing their armor by the same amount).

The implant's repair effect is paused for 2 seconds whenever the unit receives damage, and its repairs will not stack with the Nanite Auto Repair System suit slot enhancement. The increased damage effect stacks additively with that from Zealot Overdrive, for a total of 40% additional damage received.

Because the Berserker decreases the unit's armor, rather than its resistances, ordnance with armor penetration (ie. C-4, Tank Mines, and Anti-Vehicle Grenades) will NOT deal increased damage against MAXes using Berserker.

WARNING: The Berserker implant has a major unintended interaction with Bionics; equipping both implants simultaneously will cause the player to be left with 600 health and no shielding.

Bionics (Perfect)[]

Bionics (Perfect)
Bionics (Perfect)
Your personal shield health is increased by 400, and 400 health is removed from your health pool.

Bionics is an Exceptional implant that removes 400 health from the player's health pool, and increases the player's shielding by 400 in turn.

This additional shielding does not count as the classes' base shielding for other effects that increase the player's shielding, such as the Jockey implant's effect.

This implant is a variant of the Bionics implant, and cannot be equipped simultaneously with it.

WARNING: The Carapace implant has a major unintended interaction with Bionics; equipping both implants simultaneously will cause the player to be left with 600 health and no shielding.

Carapace (Perfect)[]

Carapace (Perfect)
Carapace (Perfect)
Your personal shield is removed and replaced with 500 additional health. Equipment that adds or modifies shield health does not stack with this implant.

Carapace is an Exceptional implant that removes all of the player's base shielding, and replaces it with an additional 500 health.

This implant's effects are identical regardless of the player's shielding before using the implant. An Infiltrator without Nano-Armor Cloaking is equipped with 400 shields, which will be replaced with 500 health when using Carapace.

While Carapace is equipped, the player will revive with 1000 health, rather than 500 health, when revived by a Medical Applicator or the Phylactery implant. Nanite Revive Grenades will revive the player at 500 health, rather than 250 health.

This implant is a variant of the Carapace implant, and cannot be equipped simultaneously with it.

WARNING: The Bionics implant has a major unintended interaction with Carapace; equipping both implants simultaneously will cause the player to be left with 600 health and no shielding.

Counter-Intelligence (Perfect)[]

Counter-Intelligence (Perfect)
Counter-Intelligence (Perfect)
You automatically spot targets who damage you, and while not inside a vehicle, you are also notified on the HUD when spotted by an enemy.
MAX units can equip. Works in vehicles.

Counter-Intelligence is an Exceptional implant that automatically spots any hostile players who damage the user or their vehicle.

If the hostile player has a Suppressor attached to their weapon, or is using the MKV Suppressed, this effect will not trigger.

In addition, while the user is not inside a vehicle, the implant will also warn the player whenever they are spotted, by turning the implant's icon red (from the typical blue) while the player is spotted, and also briefly displaying the implant's icon near the crosshair.

If used inside a vehicle, the user does not have to own the vehicle nor do they need to be in the driver/pilot seat to automatically spot players who damage it, allowing gunners and passengers to make full use of this implant. However, the user will not be notified that the vehicle is spotted at any time.

This implant is a variant of the Counter-Intelligence implant, and cannot be equipped simultaneously with it.

Experimental Stims (Perfect)[]

Experimental Stims (Perfect)
Experimental Stims (Perfect)
Passively increases the carry capacity of all stims by 1, and using a stim will provide 12 seconds of another rank 5 implant's benefits. The implant chosen is random from this list: Safe Fall, Vampire, Battle Hardened, Heavyweight, Response Jacket. Experimental Stims only triggers when there is no active benefit.

Experimental Stims is an Exceptional implant that provides the benefit of another implant, at rank 5, for twelve seconds after the user consumes a Medical Kit, Restoration Kit, or Infradine.

The implant will also passively increase the number of stims the user can carry by one, up to a maximum of five.

One of the following five implants will be chosen for this effect, at random, when the user triggers Experimental Stims.

The icon and name of the implant will appear on the right-hand side of the user's screen to indicate which is active, and the implant will last for twelve seconds. The user gains all the benefits of that implant at rank 5 for the duration, and must wait for the twelve seconds to elapse before they can apply another buff with Experimental Stims.

This implant is a variant of the Experimental Stims implant, and cannot be equipped simultaneously with it.

Infravision (Perfect)[]

Infravision (Perfect)
Infravision (Perfect)
While equipped, the player will highlight infantry and vehicles within 125 meters, while reducing vision at long range.
MAX units can equip. Does not work in vehicles.
Infravision Example

Infravision is an Exceptional implant that changes the user's vision to infrared while equipped, highlighting all units within 125 meters.

A thick 'fog' effect prevents vision past approximately 130 meters.

This implant is a variant of the Infravision implant, and cannot be equipped simultaneously with it.

Minor Cloak (Perfect)[]

Minor Cloak (Perfect)
Minor Cloak (Perfect)
Remaining stationary for 8 seconds will cloak the user. Movement will break this cloak, though short bouts of movement will let you return to cloak more quickly after breaking it. Firing a weapon will reset the 8 second recharge countdown.

Minor Cloak is an Exceptional implant that cloaks the user after 8 seconds of remaining completely stationary without using any equipment.

This cloak functions similarly to most standard cloaking devices, though has a far longer uncloaking delay than usual before the player can fire use any equipment.

This implant is a variant of the Minor Cloak implant, and cannot be equipped simultaneously with it.

History[]

October 5, 2022 Update (The Lost Fleet)

  • Countershade implant has been added to implant packs and crafting.

March 30, 2022 Update (The Arsenal Update)

  • Symbiote (Implant)
    • Healing provided by Symbiote's activation from 50 to 125.
    • Added visual FX when healing is triggered.
    • Damage taken while already at full health no longer triggers the healing effect, and thus the cooldown.

Dev Note: This bug above effectively broke the implant in the majority of situations you'd find yourself needing it to trigger, and we've increased the health return to a more noticeable amount as well.


September 29, 2021 Update (Nanite of the Living Dead 2021)

  • New Implants
    • The following implants are now available in ISO-4 Recyclers and Basic/Deluxe Implant Packs.
  • Berserker - Exceptional Implant (MAX only)
    • You now take 20% increased damage at all times, and your health constantly regenerates at a rate of 50 per second.
  • Scavenger - Uncommon Implant
    • Wielded melee or sidearm kills will immediately restock 12/15/20/30/30% of your primary or secondary weapon magazines for free.
    • Rank 5: Dying will fully reload your primary and secondary weapons from reserves.
  • Springstep - Rare Implant
    • After reloading your weapon, you are able to jump higher and sprint 10/12/15/20/20% faster for the next 1.5 seconds. Additionally, you enter sprint almost instantly from this state. Shooting will end this effect early.
    • Rank 5: Receiving fall damage will instantly trigger Springstep.

September 15, 2021 Update (A New Player Experience)

  • Cold Heart
    • This implant has been overhauled.
    • Crouching momentarily will now douse your suit in coolant (you can move around after.)
    • While in this state, burning damage is reduced by 90%, you no longer appear map-based recon detection, and your movement speed is reduced by 10%.
    • Firing a weapon will immediately end this effect.
  • Symbiote
    • This implant has been overhauled.
    • When you receive small arms damage while your personal shield is active, you will now heal for 50 health. This effect triggers once every 8/7.5/6/4/4 seconds.
    • Rank 5: Receiving common explosive damage will now restore 50 health immediately, and has an independent 4 second cooldown.
  • Ocular Shield
    • Reduces duration of Flash/Concussion/EMP grenade effects by 45/50/60/75/75% (up from the original 15/18/23/30/30%)
    • Rank 5: You can no longer be blinded or concussed by your own grenades, instead of making you immune of these effects for a short duration after using a Stim.
    • No longer reduces the effectiveness of Concussion Grenade's slow, EMP grenade's shield damage, or Flash Grenade's CoF penalty, only the duration of the applicable affects.
  • Avoidance
    • Spitfires no longer target you at all, instead of only reducing the range at which they target you.
  • Heavyweight
    • Fixed an issue where the knockback protection would only trigger if you had an active personal shield.
  • Assassin
    • This implant now marks targets you damage at all ranks.
  • Sidewinder
    • Rank 5: You now backpedal 35% faster, instead of being hidden from Thermal Optics.

April 28, 2021 Update (Containment Sites)

  • Symbiote
    • Fixed an issue that prevented Symbiote from gnawing at health pools after redeploying.
  • Phylactery
    • This implant has been reworked to move away from the experience counting trigger, and instead does the following:
      • Now allows you to self-revive once after being revived 3 times in a row by allies.
      • Using an equipment terminal, redeploying, or entering a vehicle will restart your counter.
  • Heavyweight
    • This implant has been reworked to give it a more worthwhile niche and more usability. Instead of the reduced bullet flinch and penalty to movement speed, the penalty has been removed, and it acts as mentioned below:
    • Rank 01: 60% explosive camera shake reduction / Not affected by knockbacks caused by enemies or allies
    • Rank 02: 65% explosive camera shake reduction / Not affected by knockbacks caused by enemies or allies
    • Rank 03: 75% explosive camera shake reduction / Not affected by knockbacks caused by enemies or allies
    • Rank 04: 95% explosive camera shake reduction / Not affected by knockbacks caused by enemies or allies
    • Rank 05: 95% explosive camera shake reduction / Not affected by knockbacks caused by enemies or allies / Taking fall damage will cause a shockwave that knocks back nearby enemies (this portion is unchanged.)

February 9, 2021 Update (Outfit Wars Returns)

  • Fortify
    • Standing still for 1/0.75/0.5/0.1 seconds now activates a 20% small arms resistance until you move again, down from 4/3.5/2.75/2 seconds.
    • Rank 5 of this implant continues to provide 50% resistance to common explosives.
    • Modified shield visuals, and made them personal to the player.

Dev Note: This implant was previously modified without making it into the patch notes several updates ago. In this update it receives adjustments that make it easier to use.


December 16, 2020 Update

  • Fixed a typo in the Assassin implant's Tier 5 description.

December 3, 2020 Update

  • Regeneration Tier 5 implant's headshot benefit now heals 100 health over 2 seconds, instead of 50 instantly.

Dev Note: In the most common combat situations, this is a buff.


October 1, 2020 Update

  • All exceptional implants can now be crafted for an ISO-4 cost from the crafting screen.
  • Firestorm
    • This implant has been added to the drop table.
    • Actual crafting cost has been instated at 3500.
    • Recoil and CoF bloom penalty from 200% to 100%
    • No longer uncaps horizontal recoil tolerance.

July 23, 2020 Hotfix

  • Firestorm (Implant)
    • While the effect is active, your recoil and cone of fire bloom suffer significantly.
    • This implant will be added to the implant pack drop table during the next major game update.

Dev Note: Community feedback on this implant has been somewhat contentious. The activation and opportunity cost of Firestorm doesn't regulate the effectiveness of the implant enough among high-skill players, so we've added some detriments that make Firestorm's useage more niche. When the effect is active, horizontal recoil, cone of fire bloom on both aim down sights and hipfire are increased by 200%, and horizontal recoil tolerance is effectively uncapped. These changes should make the implant more weapon, playstyle, and situation specific, and reduce the skill disparity it creates. We can start at these values, and tune as necessary moving forward.


June 17, 2020 Update

  • Revenant (Implant)
    • Rank 5 benefit has been changed to the following: If you revive an allied player, they will now be cloaked upon accepting.
  • Failsafe (Implant)
    • Cooldown from 20 seconds to 12 seconds, at all ranks.
  • Survivalist (Implant)
    • Rank 5 no longer offers reload speed increase.
    • Rank 5 now heals the player for 150 health over 6 seconds when shield is broken.
    • Sprint Speed buff will now be stripped when damage is taken.

March 25, 2020 Update

  • Fixed additional instances where Critical Chain implant’s effects could last indefinitely.

March 11, 2020 Update


December 17, 2019 Update

  • Fixed a typo in the Cold Heart description that stated it reduced cooling by 30%, when it was functionally 20%.
  • Cold Heart now also passively applies its 20% cooldown speed to heat-based tools, like the Engineer's Repair Tool, at all times.

July 25, 2019 Update

  • Paratrooper (Implant)
    • Now affects Ambusher Jump Jets at all ranks.
    • Energy regeneration from 2/3/4/5% to 3/4/5.5/8% restoration.
    • Rank 5 benefit changed to reduce fall damage for 6 seconds, instead of increases bottom armor.
  • Aerial Combatant (Implant)
    • Rank 5 benefit no longer instantly recharges Ambusher Jump Jets.
    • Aerial Combatant now restores the same maximum fuel to Ambusher Jump Jets as it does to other jump jet types, at all ranks.
  • Failsafe (Implant)
    • Now works with Ambusher Jump Jets at all ranks.
  • Assimilate (Implant)
    • Rank 5 bonus now restores Ambusher Jump Jet energy as well.
  • Heavyweight (Implant)
    • Now plays a particle effect on activation.
  • Survivalist (Implant)
    • No longer triggers when health drops below 40% and instead triggers when the player's shield is depleted.
    • Dev Note: This change increases the effectiveness of Survivalist on non-Carapace loadouts.
  • Assassin (Implant)
    • This implant has been restructured, and the percent chance to trigger has been removed.
    • Kills beyond 150/125/100/50m will remove spot checks on the player, and conceal them from spot attempts for 1 second.
    • At rank 5, headshot kills will also trigger this ability, and targets you damage with any weapon will be spotted.
  • Gunslinger (Implant)
    • Now activates when NSO characters kill other NSO characters.
  • Mending Field (Implant)
    • Rank 5 benefit should now work with NSO characters.
  • Electrotech (Implant)
    • Rank 5 benefit now despawns enemy non-turret deployables, instead of destroying them.

October 11, 2018 Update

  • Critical Chain
    • Chamber speed no longer goes away upon the first shot.
    • Starting at rank 3, this implant also stores charge, allowing multiple headshots in succession to stack duration, up to 8 seconds at rank 4.
    • Used different visuals to signify when the buff is active.

August 29, 2018 Hotfix

  • Ransack's rank 5 bonus now provides 10% of max health, instead of 10% of current health on kill.
  • Symbiote's resistance bonus no longer stacks with Resist Shield.

August 23, 2018 Hotfix

  • Breaking down implants no longer allows you to go above the ISO-4 limit of 100,000.
  • Increased the DBC cost of the ISO-4 Recycler to 249.
  • Ransack now states the correct range at rank 5.
  • Heavyweight now uses the correct description everywhere.
  • Experimental Stims will no longer be broken down without owning a duplicate.
  • Updated Jockey's description.
  • Survivalist
    • Now triggers when health is reduced below 40% health of your maximum, instead of below 250 health flat.
    • Now has a 12 second cooldown between usage.
    • Sprint increase duration from 3/4.5/6/8/8 seconds to 3/3.5/4.5/6/6 seconds.
    • Added visual FX trail when sprint speed is increased.

August 15, 2018 Update

  • The pool of implants has been doubled. These implants have been added to the normal implant crates, alongside the ability to craft the implants you want with ISO-4. More about that below.
  • New Implants
    • Jockey: Increases shield health when in a vehicle rumble seat.
    • Survivalist: Increases shield recharge rate and grants a sprint speed boost when at low health.
    • Athlete: Increases sprint acceleration, deceleration, and how quickly you get your hold-breath back.
    • Gunslinger: Kills with sidearms increase your reload speed for a short time.
    • Heavyweight: Grants a major reduction to flinch received from being struck by a projectile, but passively reduces your movement speed.
    • Response Jacket: Grants a resistance to successive explosive damage hits for a short time after you take explosive damage.
    • Ransack: Killing enemy vehicles at close range will restore a tick of ammunition for you and the vehicle you are in.
    • Critical Chain: Headshot kills grant increased rechamber speed for a short time.
    • Sidewinder: Increases strafing speed at the cost of lower strafing acceleration and deceleration.
    • Fortify: Interact with capture points to bolster your shield health for a short time.
    • Symbiote: You receive a passive small arms resistance so long as you've taken small arms damage recently.
    • Covert Drop: Taking damage from a fall will cloak you on landing.
    • Failsafe: When your shield breaks, it restores ability energy.
    • Salvage - MAX only: Killing other MAXes will instantly restore a chunk of health.
    • Paratrooper - Light Assault only: Taking damage restores jump jet fuel.
    • Electrotech - Engineer only: When your shield breaks, you send out a pulse that repairs nearby equipment.
    • Mobility Mesh - Heavy Assault only: Reduces the mobility penalty while your overshield is active.
    • Mending Field- Medic only: Nearby allies who are critically wounded heal passively up to a certain amount of health.
    • Firewall - Exceptional - Infiltrator only: You can now "hack" allied turrets to embed them with a firewall which *increases their health pool.
    • Disengage - Exceptional - MAX only: When Emergency Repair is activated, you will knock back nearby enemy infantry and increase your sprint acceleration speed slightly for a time.
    • Avoidance - Exceptional: You no longer trip proximity mines, and spitfires require you to be 50% closer to acquire you.
    • Bionics - Exceptional: Reduces health pool by 400 while increasing personal shields by 400.
    • Cold Heart - Exceptional: Increases heat cooloff for a short period after a headshot kill.
    • Experimental Stims - Exceptional: Gives a random movement speed, reload speed, or small arms resistance buff when consuming a Medical or Restoration Kit.
  • Crafting Implants
    • Lady Luck not on your side? Players can now craft their desired implant by using ISO-4 in the Implant Foundry. Currently, all implants except Exceptionals can be constructed through ISO-4 alone.
    • Construction cost is based on the rarity (drop rate) of that implant.
  • Implant Adjustments
    • Minor Cloak
      • Uncloak delay for firing your weapon from 1.25sec. to 1sec.
      • Moving within Minor Cloak will no longer immediately reset your cloak countdown (but will immediately uncloak you per usual.) Now, short bouts of movement after being cloaked will allow you to re-enter cloak more quickly.
      • Firing your weapon now resets the Minor Cloak countdown, ensuring that players no longer accidentally fall into minor cloak while engaged in combat.
  • Sensor Shield
    • Detection range reduction has been buffed for all ranks, and the rank 5 benefit has been modified.
      • Rank 1: From within 45m to within 30m
      • Rank 2: From within 42m to within 26m
      • Rank 3: From within 35m to within 20m
      • Rank 4: From within 15m to within 10m
      • Rank 5: While walking, you are not detectable by recon devices at all.
  • Aerial Combatant
    • Fuel restorations are now the same percentage of maximum fuel, regardless of jump jet type.
    • Vehicle kills at rank 5 now restore 30% jump jet fuel.
    • Deployables no longer trigger Aerial Combatant.
  • Assimilate
    • Tier 5 benefit from 30% of current energy restore to 10% of maximum energy restore.

Dev Note: Restructuring this benefit reduces the overwhelming synergy with Adrenaline Shield, while resulting in higher energy returns in situations where you’d normally deplete or get close to depleting your energy, since it no longer bases the regeneration on your current energy supply.

  • Nanomesh Specialist - Heavy Assault
    • Your overshield abilities now decay 50/55/65/80/80% slower while stationary, and 25/28/33/40/40% slower while moving.
    • Rank 5: Your depleted overshield no longer has a delay before it begins recharging.

Dev Note: The rank 5 bonus and progression from ranks 1-4 have been swapped, and increased to be more useful in more situations.

  • Misc. Implant Fixes and Changes
    • The ISO Recycler found in the Depot no longer gives players common implants, and will now only yield implants that are of uncommon or higher rarity.
    • The "Breakdown Duplicates" button now shows the proper breakdown value if you happen to own an exceptional duplicate implant.
    • The currency cap on ISO-4 has now been set to 100,000.
    • The breakdown value of Exceptional implants has been reduced from 1500 to 500.
    • Unowned implants are now filtered from the loadout screen by default.
    • Breakdown Duplicates button now works if you have a filter active.
    • Overdrive Implant works once again.

June 12, 2018 Update

  • The Implant screen has received a new look, complete with upgrade and breakdown animations. Revisiting this screen not only let us improve the overall design, but was necessary to fix issues where the old implant screen would overwrite certain notifications (like those for receiving revives or continent queue pop-ups,) make the chat channel difficult to use, and sometimes stack multiple implants on top of one another. Additionally, we’ve made Implants able to be filtered by owned and unowned on the Loadout screen.
  • Carapace implant now works with Regeneration Implant.

April 5, 2018 Update

  • Replaced the Implant Nav Menu icon with something more fitting.

March 12, 2018 Update

  • Updated the Implant Nav menu icon.

February 9, 2018 Hotfix

  • We’ve put the implant charger UI back in its box, hopefully never to be seen again.

February 8, 2018 Update

  • Implants on the death screen now show their proper rank.


December 13, 2017 Hotfix

  • Phylactery can now be found in the implant drop table.
  • Phylactery should no longer resurrect a player multiple times if dying repeatedly within a short time.
  • Phylactery should now properly reset the timer on death.

December 7, 2017 Update


November 22, 2017 Hotfix

  • Safeguard's old melee damage resistance has been removed.
  • Assassin Tier 5 now properly marks targets.
  • Assassin Tier 5 description has been updated.
  • ISO-4 icon is now less cramped in the implant upgrade screen.
  • Counter-Intelligence should now clear the red indicators when switching loadouts.

November 20, 2017 Update

  • Three new implants have been added to the drop tables, and the class-specific implants have had their drop rates increased.
  • Assassin (Tier 1 - Tier 5)
    • Killing targets give a percent chance to clear your marker while spotted, and headshots will always clear your markers. At rank 5, dealing damage with this implant will automatically spot your target.
  • Overdrive (Tier 1 - Tier 5)
    • Getting roadkills while in the pilot's seat of a vehicle will restore turbo fuel for the Flash and Harasser. At rank 5, this implant will also apply to the Liberator and empire specific fighters.
  • Logistics Specialist (Exceptional)
    • While in the pilot's seat of a vehicle, any vehicle with an open seat will now become a squad spawn point.
  • Assimilate’s Tier 5 benefit should be fixed.
  • Sound effects have been added to the nano-cycler.

September 26, 2017 Update

  • Safe Fall rank 5’s collision damage resistance increased from 20% to 50%.
  • Damaging targets who have Clear Vision equipped with small arms weapons will no longer trigger a resist icon.
  • Breaking down implants now has a sound effect associated with it.
  • Vampire implant no longer triggers in a vehicle.
  • TX1-FB Repeater, Beamer VS3-FB, and NC4-FB Mag-Shot are now treated as sidearms for the purposes of directive pistol kills and sidearm specific implant abilities.

May 11, 2017 Hotfix

  • Directive-based Implant Rewards
    • The following rewards are meant to reward players at different stages of their career. New characters can quickly increase the breadth of their loadouts by completing Tier 1 directives for each class, while characters with a bit more experience can unlock implants for getting their foot in the door to the objective and leadership aspects of the game.
  • You can now earn 1 Novice Implant Pack (2 random non-exceptional implants) by completing the following directives:
    • Tier 1: Combat Medic
    • Tier 1: Light Assault
    • Tier 1: Heavy Assault
    • Tier 1: Infiltrator
    • Tier 1: Engineer
  • You can now earn 1 Basic Implant Pack (3 random implants) by completing the following directives:
    • Tier 1: Objectives
    • Tier 2: Leadership
  • ISO-4 Recycler
    • The ISO-4 Recycler can now be found in the depot and allows you to exchange excess ISO-4 for a chance at one random implant. Less common Tier 1s and Exceptional implants have a higher drop rate in this pack.



March 30, 2017 Update

  • The Implants System has been completely overhauled to be more engaging and rewarding, while also alleviating the frustrations caused by the old system.
  • Energy has been removed, and a new currency called ISO-4 will now upgrade implants directly.
  • Old implants have been converted into ISO-4, and duplicate implants can be broken down into additional ISO-4.
  • All players receive Tier 1 Safeguard and Tier 1 Target Focus implants for free.
  • Additional implant bundles can be purchased for Certs or Daybreak Cash in the Depot.
  • Implants no longer drop occasionally

References[]

External Links[]

Advertisement